Top Hero Arena

Top Hero Arena seems to imagine a world where a decadent peace leads unmoored adventurers to compete to escape elaborate dungeons full of kooky monsters and devilish traps. And you get to build the dungeon! The dungeon master, to coin a phrase! Huzzah!

I have solved all but Jan. (wish I had taken screenshots/notes; I figured a walkthrough would be up already).

I think that I have probably tried all logical combinations, and am probably missing something in my logic, can anyone see any flaws?

The first square is important - the hero will never have to step on it twice. Therefore it is pointless to put the bird on the second square, and in any combination such as dragon/lion for the first two squares, the better piece should go *second*. The exception seems to be when fire is involved, since fire cannot be refreshed it might as well be first if it's going to be first or second. Also, it would be pointless to put the lion, fish, or bird in the first square.

That would, if correct, mean the first square is either fire, dragon or croc (and if croc is first, what's second that's less useful??)

Putting the bird in the last square is pointless.

Putting the fish before the lion is pointless unless you can force the hero to step on the lion and bird and then retrace his steps to the fish. (I think the key may be here somewhere).

If the hero has already activated the bird, then the sequence of the last two pieces must either be lion/fish or the harder hitter first, so that the hero won't have enough hitpoints to take the lesser hit and go back to be healed.

Uh, that's it for now. Unfortunately I lost my list of tried sequences on a computer hang-up, but I'm sure I'll be back to try again.

@Parmeisan-
Your logic's exactly what mine was, and exactly why that level took me a while.

Not a solution:

Examine your first premise in light of how the hero tends to behave when you run him through dungeons. Just because he won't step on it often doesn't mean we can't make it useful. How many ways can he get to that armor?

Also a point to make, in case it's not clear how the heroes are moving or making decisions.

The hero knows from the moment you set him on the path if there is a solution to your dungeon or not. For choice-based hexes, he will decide the optimal path given the entire dungeon. He won't take an option that will lead to him dying unless all choices lead to him dying.

This means that choice hexes are not actually choices so much as path splitters. you have to consider the case where the hero takes choice A OR choice B because he will do either one depending on which you ignore. Many of the early puzzles are about making choices a and b equivalent by combining hexes...

These heroes are impressively clever. Michal deliberately let himself get injured by the sphinx in order to pick up the emergency sword, since he otherwise would have lost the sword and not had enough armor to survive without it.

Unfortunately, this intelligence takes a lot of processing power. The game would apparently freeze almost every hex, though moving the mouse made it update the screen. Plus, the hero moved slowly. Presumably he's not planning his route while he's moving between hexes, so it shouldn't take that much work to move him, unless it's terribly coded. Plus, there's no abort button so I have to watch Michal do his agonizingly slow back-and-forth march across the length of the dungeon each time I try something.

It might be more tolerable if you had the hero do all his calculating beforehand to find the optimal path, instead of making him recalculate his path every time he moves. It's not like the dungeon will change once he's started!

For the developper:
As already pointed out by other players, a mute button and an abort or fast forward button would improve the gameplay quite a lot and make Top Hero Arena a great game. Also, I was sometimes disappointed because on my computer it runs quite slowly; if it really recalculate the best path every time you should consider precalculate all of them. But it's fun, thank you!

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